This document discusses key human factors to consider for designing human-computer interfaces. It covers understanding how people interact with computers by examining why they have trouble, how they respond to poor design, and their tasks. It also covers important human characteristics in design such as perception, memory, and individual differences. The goal is to understand users and design intuitive, usable systems.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This document provides an overview of human-computer interaction (HCI) from the perspective of a student group consisting of Buwenaka, Piyumika, Thilan, Sachith, and Nuwan. It defines HCI as the discipline concerned with designing, evaluating, and implementing interactive computing systems for human use. The document discusses key aspects of HCI like the importance of understanding how humans and computers interact, defining user interfaces, principles of HCI design, the history and importance of HCI, and different types of user interfaces.
Chapter 8: Implementation support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This document provides an overview of human-computer interaction (HCI) from the perspective of a student group consisting of Buwenaka, Piyumika, Thilan, Sachith, and Nuwan. It defines HCI as the discipline concerned with designing, evaluating, and implementing interactive computing systems for human use. The document discusses key aspects of HCI like the importance of understanding how humans and computers interact, defining user interfaces, principles of HCI design, the history and importance of HCI, and different types of user interfaces.
Chapter 8: Implementation support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document provides an introduction to human-computer interaction (HCI). It defines HCI as the study of the interaction between humans and computers, including the design and evaluation of interactive systems. The document discusses why HCI is important, focusing on creating usable, intuitive systems. It also outlines some of the historical roots of HCI in fields like computer graphics, operating systems, and cognitive psychology. Finally, it discusses potential future developments in HCI, such as ubiquitous computing, mixed media interfaces, and more natural human-computer interaction.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
The document discusses various aspects of user interface design process including understanding users and business functions, principles of screen design, developing navigation schemes, selecting appropriate windows and controls. It covers topics like writing clear text, providing feedback, internationalization, graphics, colors, organizing layout. It describes window characteristics, components, presentation styles, types of windows and how to organize windows to support user tasks.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It covers topics like:
- Characteristics of GUIs like direct manipulation, icons, menus, windows
- Advantages of GUIs like faster learning and problem solving
- Disadvantages of GUIs like greater design complexity
- Differences between GUI and web design regarding devices, user focus, navigation, and visual style
- Characteristics of web interfaces like variable content and unlimited navigation
- Differences between printed pages and web pages in terms of page size, layout, and resolution
This document discusses interaction design basics and provides guidance on screen design and layout principles. It recommends grouping related items logically and physically close together, ordering items in a natural sequence, using alignment and white space to make screens readable, and considering both local and global navigation structures. The document emphasizes understanding users and scenarios to design effective interactions rather than just interfaces.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It describes some key characteristics of GUIs, including direct manipulation through pointing and clicking, visualization of objects and actions, and restricted sets of interface options. The document also outlines advantages and disadvantages of GUIs, such as faster learning but greater design complexity. It then covers characteristics of web interfaces, such as more variable presentation across devices and less constrained navigation compared to GUIs. The document concludes by contrasting interaction styles, response times, visual styles, and consistency between GUIs and web interfaces.
This document discusses models of interaction between humans and computers. It describes Norman's model of the execution-evaluation cycle, which outlines 7 stages of interaction: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it. It also discusses Abowd and Beale's interaction framework, which includes the system, user, input, and output as components and how there are translations between them. Key concepts discussed include the gulfs of execution and evaluation, different interaction styles, and how interface design can help reduce errors.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
HCI 3e - Ch 20: Ubiquitous computing and augmented realitiesAlan Dix
Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
The document discusses principles of universal design and multi-sensory interaction. It covers using multiple senses like sight, sound, and touch to provide richer interaction. Speech and non-speech sounds are explored as input and output methods. Handwriting recognition and gestures are also covered as alternative interaction techniques. The document examines applications and challenges of different technologies for users with varying abilities.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
Chapter 19: Groupware
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
User Interface Design- Module 2 Uid ProcessbrindaN
User Interface Design- Module 2 Uid Process
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
Document with the most important design principles in the field of HCI.
It lists HCI principles in a quick way with examples of the real world, and links to research for further information. Use it to guide and base your decision rationale, wether you're designing software apps, websites, physical objects, marketing, etc.
This document discusses human-computer interaction (HCI) and its key aspects. HCI is defined as a discipline concerned with designing interactive systems that are useful, usable, and used by people. It focuses on understanding user needs and improving user experience. The document outlines various components of HCI including the human, computer, and interaction. It describes how human factors like perception, cognition, memory and movement impact interface design. Designers should understand human capabilities and limitations to create usable systems.
The document provides an introduction to human-computer interaction (HCI). It defines HCI as the study of the interaction between humans and computers, including the design and evaluation of interactive systems. The document discusses why HCI is important, focusing on creating usable, intuitive systems. It also outlines some of the historical roots of HCI in fields like computer graphics, operating systems, and cognitive psychology. Finally, it discusses potential future developments in HCI, such as ubiquitous computing, mixed media interfaces, and more natural human-computer interaction.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
The document discusses various aspects of user interface design process including understanding users and business functions, principles of screen design, developing navigation schemes, selecting appropriate windows and controls. It covers topics like writing clear text, providing feedback, internationalization, graphics, colors, organizing layout. It describes window characteristics, components, presentation styles, types of windows and how to organize windows to support user tasks.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It covers topics like:
- Characteristics of GUIs like direct manipulation, icons, menus, windows
- Advantages of GUIs like faster learning and problem solving
- Disadvantages of GUIs like greater design complexity
- Differences between GUI and web design regarding devices, user focus, navigation, and visual style
- Characteristics of web interfaces like variable content and unlimited navigation
- Differences between printed pages and web pages in terms of page size, layout, and resolution
This document discusses interaction design basics and provides guidance on screen design and layout principles. It recommends grouping related items logically and physically close together, ordering items in a natural sequence, using alignment and white space to make screens readable, and considering both local and global navigation structures. The document emphasizes understanding users and scenarios to design effective interactions rather than just interfaces.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It describes some key characteristics of GUIs, including direct manipulation through pointing and clicking, visualization of objects and actions, and restricted sets of interface options. The document also outlines advantages and disadvantages of GUIs, such as faster learning but greater design complexity. It then covers characteristics of web interfaces, such as more variable presentation across devices and less constrained navigation compared to GUIs. The document concludes by contrasting interaction styles, response times, visual styles, and consistency between GUIs and web interfaces.
This document discusses models of interaction between humans and computers. It describes Norman's model of the execution-evaluation cycle, which outlines 7 stages of interaction: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it. It also discusses Abowd and Beale's interaction framework, which includes the system, user, input, and output as components and how there are translations between them. Key concepts discussed include the gulfs of execution and evaluation, different interaction styles, and how interface design can help reduce errors.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
HCI 3e - Ch 20: Ubiquitous computing and augmented realitiesAlan Dix
Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
The document discusses principles of universal design and multi-sensory interaction. It covers using multiple senses like sight, sound, and touch to provide richer interaction. Speech and non-speech sounds are explored as input and output methods. Handwriting recognition and gestures are also covered as alternative interaction techniques. The document examines applications and challenges of different technologies for users with varying abilities.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
Chapter 19: Groupware
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
User Interface Design- Module 2 Uid ProcessbrindaN
User Interface Design- Module 2 Uid Process
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
Document with the most important design principles in the field of HCI.
It lists HCI principles in a quick way with examples of the real world, and links to research for further information. Use it to guide and base your decision rationale, wether you're designing software apps, websites, physical objects, marketing, etc.
This document discusses human-computer interaction (HCI) and its key aspects. HCI is defined as a discipline concerned with designing interactive systems that are useful, usable, and used by people. It focuses on understanding user needs and improving user experience. The document outlines various components of HCI including the human, computer, and interaction. It describes how human factors like perception, cognition, memory and movement impact interface design. Designers should understand human capabilities and limitations to create usable systems.
The document discusses important aspects of designing computer systems for people. It emphasizes understanding users through gaining knowledge of human characteristics, tasks, needs and psychological factors. Some key points discussed are:
1) Understanding how people interact with computers and their characteristics is essential for design.
2) Common usability issues like visual clutter, impaired readability, confusing navigation and distractions should be avoided.
3) Human perceptual abilities, memory components, vision and information processing affect design and must be considered.
The document discusses key human factors that are important to consider in user interface design, including perception, memory, sensory storage, and vision. It describes how perception is influenced by proximity, similarity, patterns, and expectations. It explains the difference between short-term and long-term memory. Sensory storage acts as a buffer that processes information from the senses. Foveal vision focuses directly on an object while peripheral vision senses surrounding areas but with less clarity.
This document provides an introduction to user interfaces and discusses key concepts. It defines a user interface as the part of a computer system that allows users to interact with and control the system. The importance of good user interface design is explained, noting that poor design can decrease productivity and satisfaction. Benefits of good design include reduced complexity, improved usability, and lower training and support costs. Graphical user interfaces are discussed in detail, including definitions and advantages such as faster learning curves and recognition of symbols compared to text. Both direct and indirect manipulation are defined in the context of graphical systems.
Users And Business Functions Of ApplicationsOvidiu Von M
A user is the most important part of any computer system. Designers must understand users' needs, characteristics, and how they interact with computers. Poor design can lead to user confusion, frustration and ineffectiveness. It is important to understand individual differences, skill levels and how users' needs may change as they gain experience with a system. Gaining this understanding requires talking to and observing users.
This document provides an introduction to human-computer interaction (HCI). It defines HCI as a discipline concerned with studying, designing, building, and implementing interactive computing systems for human use, with a focus on usability. The document outlines various perspectives in HCI including sociology, anthropology, ergonomics, psychology, and linguistics. It also defines HCI and lists 8 guidelines for creating good HCI, such as consistency, informative feedback, and reducing memory load. The importance of good interfaces is discussed, noting they can make or break a product's acceptance. Finally, some principles and theories of user-centered design are introduced.
Interaction design involves creating technological interventions that affect how people work. It is not just about the product but how it impacts user behavior. The design process is iterative and involves understanding user needs, analyzing tasks, prototyping solutions, and evaluating designs through iterations. Key aspects of interaction design include understanding users, creating scenarios to illustrate user flows, considering navigation and structure, designing screen layouts, and iterating through prototyping and evaluation to continuously improve designs.
HCI is the study of the interaction between humans and computers. The goal of HCI is to improve this interaction by designing systems that are more user-friendly and responsive to user needs. Key principles of user interface design include structure, visibility, feedback, affordances, mapping, constraints, consistency, simplicity, and tolerance. Following these principles can help create intuitive interfaces that reduce barriers to users achieving their goals.
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
The document discusses human-centered design principles based on human cognitive processes like memory, perception, and attention. It provides an overview of the information processing model of cognition and suggests strategies for interface design that minimize cognitive load. These include organizing information meaningfully, leveraging existing mental models, and focusing attention on the learning task rather than interface mechanics. The goal is to design interfaces that accommodate human cognitive abilities and constraints to improve learning outcomes.
This was a usability presentation I gave in February, 2013 at the IIS Cognitive Brownbag. My inspiration for creating and presenting on usability was to encourage my colleagues to take a user-centered perspective when designing software. Another goal was to encourage use of agile development methodologies with a focus on user testing.
Importance of UX-UI in Android/iOS Development- Stackonnajam gs
This document provides an overview of interaction design principles. It begins with a quote about designing for people and then defines the user interface. It discusses early examples like punched cards and command line interfaces, and more modern examples like graphical user interfaces. The document then covers basic interaction design principles like being consistent, meaningful, sensible, and making things visible. It emphasizes the importance of understanding the user's mental model and meeting their needs. Other principles discussed include providing intuitive design, feedback, and allowing for mistakes. The document stresses that interaction design should be user-centered and help users easily operate and interact with products. It concludes with tips for designing user interfaces like keeping them simple, creating consistency, using layout strategically, and considering principles of psychology
UCD / IxD Introduction - User centric design, interaction designsdavis6b
This document provides an introduction to user-centric design (UCD) and interaction design (IxD) principles for building software. It discusses how UCD tools like personas, goals, and interaction loops can help design coherent experiences and increase agility, sanity and quality. While earlier software was system-centric, the focus is now on designing intuitive experiences through iterative collaboration using UCD and pairing it with Agile development methods.
This lecture provide a detail concepts of user interface development design and evaluation. This lecture have complete guideline toward UI development. The interesting thing about this lecture is Software User Interface Design trends.
This document summarizes several key concepts in human-computer interaction (HCI), including:
1) Shneiderman's eight golden rules of interface design.
2) Norman's seven principles of design and his interaction theory, which views the HCI cycle as having execution and evaluation components.
3) Ten usability heuristics for interface design by Jakob Nielsen.
4) Contextual inquiry, which involves observing users in their normal activities and discussing tasks with them.
The document discusses interaction design and human-computer interaction (HCI) in the software development process. It covers several key topics:
1. Interaction design principles like understanding users and reducing errors. The design process involves requirements gathering, analysis, design, and iterative prototyping.
2. HCI aspects are relevant at all stages of the software life cycle from requirements to maintenance. User research and iterative design are important given that requirements cannot be fully determined upfront.
3. Usability engineering specifies usability metrics early on but these are difficult to set without user testing prototypes. Iterative design overcomes this through incremental prototyping and testing with users.
This document discusses user interface design. It covers three areas of interface design: between software components, software and non-human systems, and the human user interface. The document outlines golden rules for user interface design like placing the user in control and making the interface consistent. It also discusses analyzing users, tasks, and display content. The interface design process involves analysis, defining objects/actions, modeling states/events, and evaluating prototypes.
Human computer interaction 3 4(revised)emaan waseem
human computer interaction Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
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Hci activity#2
1. Activity #2
Human In HCI
•Understanding how people interact with computers
•Human characteristics in Design
•Human consideration in Design
•Human Interaction speeds
Human Computer Interaction(HCI)- Itec 332
2. In thisActivity you will :
Understand the human factors to be considered for
designing and building interactive computer
systems.
Understand important characteristics in design
Identify capabilities and limitations of human in
HCI
2 Compiled by: DesalegnAweke. Human Factors in HCI
3. Introduction
The journey into the world of interface design and the screen
design process must begin with an understanding of the system
user, which is the most important part of any computer
system.
Understanding people and what they do is a difficult and often
undervalued process but very critical because of the gap in
knowledge, skills, and attitudes existing between system users
and developers that build them.
3 Compiled by: DesalegnAweke. Human Factors in HCI
4. Cont’d
To create a truly usable system, the designer must always
do the following:
Understand how people interact with computers.
Understand the human characteristics important in design.
Identify the user’s level of knowledge and experience.
Identify the characteristics of the user’s needs, tasks, and jobs.
Identify the user’s psychological characteristics.
Identify the user’s physical characteristics.
Employ recommended methods for gaining understanding of
users
4 Compiled by: DesalegnAweke. Human Factors in HCI
5. Understanding how people interact with
computers
Understanding people and what they do is a difficult and often
undervalued process but very critical because of the gap in
knowledge, skills, and attitudes existing between system users
and developers that build them.
To understand how people interact with computers, we need to
know the following concepts and recognizes their effects.
These are:
Why People HaveTrouble with Computers
Responses to Poor Design
People andTheirTasks
5 Compiled by: DesalegnAweke. Human Factors in HCI
6. Why People Have Trouble with Computers
Human Factors in HCICompiled by: DesalegnAweke.6
Design decisions, therefore, have rested mostly on the designers’
intuition concerning the user’s capabilities and the designer’s
wealth of specialized knowledge.
Consequently, poorly designed interfaces have often gone
unrecognized.
A system that appears perfectly useful to its designers but one
that the user is unable or unwilling to face up to and master.
What makes a system difficult to use in the eyes of its user?
7. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.7
The following factors makes a system difficult to use in the eyes of its
users.
Use of jargon.Systems often speak in a strange language
Learning to use a system often requires learning a new language.
Non-obvious design. Complex or novel design elements are not
obvious or intuitive, but they must nevertheless be mastered
Fine distinctions.Different actions may accomplish the same
thing, depending upon when they are performed, or different
things may result from the same action.
8. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.8
Disparity in problem-solving strategies: People learn best by
doing.
Human problem solving can best be characterized as “error-
correcting” or “trial and error”
Design inconsistency
The same action may have different name
The same command may cause different things to happen.
The same result may be described differently
The same information may be ordered differently on
different screens.
9. Response to poor Design
People remember the one thing that went wrong, not the many
that go right.
Errors, and other problems that befuddle one, lead to a variety of
psychological and physical user responses.
Psychological:Typical psychological responses to poor design are:
confusion
Annoyance
Frustration
Panic or stress
Boredom
9 Compiled by: DesalegnAweke. Human Factors in HCI
10. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.10
Confusion.Detail overwhelms the perceived structure
Annoyance. Inconsistencies in design, slow computer reaction times,
difficulties in quickly finding information, outdated information
Frustration.An inability to easily convey one’s intentions to the
computer, or an inability to finish a task or satisfy a need can cause
frustration.
Panic or stress.Unexpectedly long delays during times of severe or
unusual pressure may introduce panic or stress
Boredom.Boredom results from improper computer pacing (slow
response times or long download times) or overly simplistic jobs.
11. Cont’d
These psychological responses diminish user effectiveness because
they are severe blocks to concentration.
Thoughts irrelevant to the task at hand are forced to the user’s
attention, and necessary concentration is impossible.
The result, in addition to higher error rates, is poor performance,
anxiety, and dissatisfaction.
11 Compiled by: DesalegnAweke. Human Factors in HCI
12. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.12
Physical- Psychological responses frequently lead to, or are
accompanied by, the following physical reactions.
Abandonment of the system.The system may be rejected
Partial use of the system.Many aspects of many systems
often go unused.
Indirect use of the system.An intermediary is placed
between the would-be user and the computer
Modification of the task.The task is changed to match the
capabilities of the system.
13. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.13
Compensatory activity.Additional actions are performed to
compensate for system inadequacies.
Misuse of the system.The rules are bent to shortcut
operational difficulties.This requires significant knowledge of
the system and may affect system integrity.
Direct programming.The system is reprogrammed by its
user to meet specific needs.This is a typical response of the
sophisticated worker.
14. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.14
These physical responses also greatly diminish user efficiency
and effectiveness.
They force the user to rely upon other information sources, to
fail to use a system’s complete capabilities, or to perform
time-consuming “work-around” actions.
15. People and Their Tasks
Human Factors in HCICompiled by: DesalegnAweke.15
The user in today’s office is usually overworked, fatigued, and
continually interrupted.
All computer users do tend to share the following:
They tend not to read documentation,
They do not understand well the problems the computer can aid in
solving, and
They know little about what information is available to meet their
needs.
Moreover, the users’ technical skills have often been greatly
overestimated by the system designer, who is usually isolated
psychologically and physically from the users’ situation.
16. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.16
The user, while being subjected to the everyday pressures of the
office and home, frequently does not care about how technically
sophisticated a system orWeb site is.
He or she wants to spend time using a computer, not learning to
use it.
His or her objective is simply to get some work done, a task
performed, or a need satisfied.
Today, many users have also learned to expect certain level of
design sophistication. It is in this environment our system will be
placed.
17. Human characteristics in design
Human are complex organisms with a variety of attributes
that have an important influence on interface and screen
design.
Important human characteristics to be considered in design
are perception,memory,visual acuity, foveal and peripheral vision,
sensory storage,information processing,learning,skill,and
individual differences.
17 Compiled by: DesalegnAweke. Human Factors in HCI
18. Perception
Perception is our awareness and understanding of the elements and
objects of our environment through the physical sensation of our
various senses, including sight, hearing, touch, taste, smell, and so
forth.
Perception is influenced, in part, by experience.
Imagine using a personal computer (PC) with a mouse and a
keyboard.The application you are using has a graphical interface,
with menus, icons and windows.
In your interaction with this system you receive information primarily
by sight, from what appears on the screen.
18 Compiled by: DesalegnAweke. Human Factors in HCI
19. Cont’d
Comparing the accumulated knowledge of the child with that of an
adult in interpreting the world is a bright example of the role of
experience in perception.
Perceptual characteristics include the following:
Proximity. Nearby objects tend to be grouped together.
Similarity. Similar items tend to be grouped together if they share
a common visual property, such as color, size, shape, brightness, or
orientation.
Matching patterns. Human respond similarly to the same shape
in different sizes.The letters of the alphabet, for example, possess
the same meaning, regardless of physical size.
19 Compiled by: DesalegnAweke. Human Factors in HCI
20. Cont’d
Succinctness. We see an object as having some perfect or simple
shape because perfection or simplicity is easier to remember.
Closure. Our perception is synthetic; it establishes meaningful
wholes. If something does not quite close itself, such as a circle,
square, triangle, or word, human see it as closed anyway.
Unity. Objects that form closed shapes are perceived as a group.
Continuity. Shortened lines may be automatically extended
Balance. We desire stabilization or equilibrium in our viewing
environment.Vertical, horizontal, and right angles are the most
visually satisfying and easiest to look at.
20 Compiled by: DesalegnAweke. Human Factors in HCI
21. Cont’d
Expectancies. Perception is also influenced by expectancies;
sometimes we perceive not what is there but what we expect to be
there.
Missing a spelling mistake in proofreading something we write is often
an example of a perceptual expectancy error; we see not how a word is
spelled, but how we expect to see it spelled.
Context. Context, environment, and surroundings also influence
individual perception.
For example, two drawn lines of the same length may look the same
length or different lengths, depending on the angle of adjacent lines or
what other people have said about the size of the lines.
21 Compiled by: DesalegnAweke. Human Factors in HCI
22. Cont’d
The goal in design, then, is to utilize our perceptual
capabilities so a screen can be structured in the most
meaningful and obvious way.
22 Compiled by: DesalegnAweke. Human Factors in HCI
23. Human Memory
Much of our everyday activity relies on memory
As well as storing all our factual knowledge, our memory
contains our knowledge of actions or procedures.
figure 1 A model of the structure of memory
23 Compiled by: DesalegnAweke. Human Factors in HCI
24. Cont’d
Minimize the need for a mighty memory.
To reduce user memory loads, reduce the need for mental
integration, and expand working memory, thus enhancing
system usability include:
Presenting information in an organized, structured, familiar, and
meaningful way.
Placing all required information for task performance in close
physical proximity.
Giving the user control over the pace of information
presentation.
24 Compiled by: DesalegnAweke. Human Factors in HCI
25. Sensory Storage
Human Factors in HCICompiled by: DesalegnAweke.25
Sensory storage is the buffer where the automatic processing of
information collected from our senses takes place.
It is an unconscious process, large, attentive to the environment,
quick to detect changes, and constantly being replaced by newly
gathered stimuli.
In a sense, it acts like radar, constantly scanning the
environment for things that are important to pass on to higher
memory.
Repeated and excessive stimulation can fatigue the sensory storage
mechanism and cause noise.
Eliminating interface noise will ensure that important things will be
less likely to be missed
26. Visual Acuity
Human Factors in HCICompiled by: DesalegnAweke.26
The capacity of the eye to resolve details is called visual acuity.
It is the phenomenon that results in an object becoming more
distinct as we turn our eyes toward it and rapidly losing distinctness
as we turn our eyes away—that is, as the visual angle from the point
of fixation increases.
The eye’s sensitivity increases for those characters closest to the
fixation point(0) and decreases for those characters at the extreme
edges of the circle
Patterns for fill-in areas of screens (bars, circles, and so on.) must
be carefully chosen to avoid this visual distraction.
27. Foveal and Peripheral Vision
Human Factors in HCICompiled by: DesalegnAweke.27
Foveal vision is used to focus directly on something; peripheral vision
senses anything in the area surrounding the location we are looking
at, but what is there cannot be clearly resolved because of the
limitations in visual acuity
The performance on a foveal window deteriorates when there are
peripheral windows, and the performance degradation is even
greater if the information in the peripheral is dynamic or moving.
Care should be exercised in design to utilize peripheral vision in its
positive nature, avoiding its negative aspects.
28. Information Processing
Human Factors in HCICompiled by: DesalegnAweke.28
The information that our senses collect has to be processed in
some meaningful way in order to do something.
There are two levels of information processing going on within
us.
First, the highest level of information processing, is identified
with consciousness and working memory.
It is limited, slow, and sequential, and is used for reading
and understanding.
You are utilizing this higher level now reading this
handout.
29. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.29
Second, the lower level of information processing
The limit of its capacity is unknown.
This lower level processes familiar information rapidly, in
parallel with the higher level, and without conscious effort.
We look rather than see, perceive rather than read. Repetition
and learning results in a shift of control from the higher level to
the lower level.
Both levels function simultaneously, the higher level performing
reasoning and problem solving, the lower level perceiving the
physical form of information sensed.
30. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.30
You’ve probably experienced this difference in working with
screens
If you’re new to a system, or if a screen is new to you, you rely on
its concrete elements to make that determination, its title, the
controls and information it contains, and so forth.You consciously
look at the screen and its components using this higher-level
processing.
As you become experienced and familiar with screens, however, a
newly presented screen can be identified very quickly with just a
momentary glance.Your reasoning and problem solving continues
unhindered; your lower-level information processing has assumed
the screen identity task.
31. Mental Models
Human Factors in HCICompiled by: DesalegnAweke.31
As a result of our experiences and culture, we develop mental models
of things and people we interact with.
A mental model is simply an internal representation of a person’s
current understanding of something.
Mental models are gradually developed in order to understand
something, explain things, make decisions, do something, or interact
with another person.
If the system conforms to the mental models a person has developed,
the model is reinforced and the system’s use feels more “intuitive.”
If not, difficulties in learning to use the system will be encountered.
This is why in design it is critical that a user’s mental models be to
identified and understood.
32. Movement Control
Once data has been perceived and an appropriate action
decided upon, a response must be made; in many cases the
response is a movement
Time taken to respond to stimulus: reaction time plus
movement time.
In computer systems, movements include such activities as
pressing keyboard keys, moving the screen pointer by pushing
a mouse or rotating a trackball, or clicking a mouse button
Speed and accuracy of movement are important
considerations in the design of interactive systems, primarily
in terms of the time taken to move to a particular target on a
screen.
32 Compiled by: DesalegnAweke. Human Factors in HCI
33. Cont’d
For example, the target may be a button, a menu item or an
icon.
The time taken to hit a target is a function of the size of the
target and the distance that has to be moved.
Particularly important in screen design is Fitts’ Law (1954).
This law states that:
The time to acquire a target is a function of the distance to and
size of the target.
33 Compiled by: DesalegnAweke. Human Factors in HCI
34. Cont’d
This simply means that the bigger the target is, or the closer
the target is, the faster it will be reached.The implications in
screen design are:
Provide large objects for important functions.
Take advantage of the “pinning” actions of the sides, top,
bottom, and corners of the screen
This affects the type of target we design.
Since users will find it more difficult to manipulate small
objects, targets should generally be as large as possible and the
distance to be moved as small as possible.
34 Compiled by: DesalegnAweke. Human Factors in HCI
35. Learning
Learning is the process of encoding in long-term memory
information that is contained in short-term memory
Our ability to learn is important—it clearly differentiates people
from machines.
A design developed to minimize human learning time can greatly
accelerate human performance.
People prefer to stick with what they know, and they prefer to jump
in and get started.
Unproductive learning time spent is something frequently avoided.
people are very sensitive to even minor changes in the user
interface, and that such changes may lead to problems in
transferring from one system to another
35 Compiled by: DesalegnAweke. Human Factors in HCI
36. Cont’d
Moreover, just the “perception” of having to learn huge
amounts of information is enough to keep some people from
using a system
Learning can be enhanced if it:
Allows skills acquired in one situation to be used in another
somewhat like it.
Design consistency accomplishes this.
Provides complete and prompt feedback.
Is phased, that is, it requires a person to know only the
information needed at that stage of the learning process.
36 Compiled by: DesalegnAweke. Human Factors in HCI
37. Skill
The goal of human performance is to perform skillfully.
To do so requires linking inputs and responses into a
sequence of action
Skills are hierarchical in nature, and many basic skills may be
integrated to form increasingly complex ones.
Lower-order skills tend to become routine and may drop out
of consciousness.
Increasing reaction time decreases accuracy in unskilled
operator but not in skilled operator
System and screen design must permit development of
increasingly skillful performance.
37 Compiled by: DesalegnAweke. Human Factors in HCI
38. Individual differences
We should be aware of individual differences so that we can account
for them as far as possible within our designs.
We all differ in looks, feelings, motor abilities, intellectual abilities,
learning abilities and speed, and so on.
In a keyboard data entry task, for example, the best typists will
probably be twice as fast as the poorest and make 10 times fewer
errors.
Individual differences complicate design because the design must
permit people with widely varying characteristics to satisfactorily
and comfortably learn the task or job, or use theWeb site.
38 Compiled by: DesalegnAweke. Human Factors in HCI
39. Cont’d
In the past this has usually resulted in bringing designs down to
the level of lowest abilities or selecting people with the
minimum skills necessary to perform a job.
But technology now offers the possibility of tailoring jobs to the
specific needs of people with varying and changing learning or
skill levels.
Multiple versions of a system can easily be created.
Design must provide for the needs of all potential users.
39 Compiled by: DesalegnAweke. Human Factors in HCI
40. Human consideration in design
The human characteristics described above are general
qualities we all possess.
There are also other human aspects in which people may
vary greatly.
These are also important and must be identified in the
design process.These are:
The User’s Knowledge and Experience
The User’sTasks and Needs
The User’s Psychological Characteristics
The User’s Knowledge and Experience
40 Compiled by: DesalegnAweke. Human Factors in HCI
41. The user’s knowledge and experience
The knowledge possessed by a person, and the experiences
undergone, shape the design of the interface in many ways.
The following kinds of knowledge and experiences should be
identified.
Computer Literacy
System Experience
Application Experience
Task Experience
Other System Use
Education
Reading Level
Typing Skill
Native Language and Culture
41 Compiled by: DesalegnAweke. Human Factors in HCI
42. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.42
Computer Literacy
Are the users highly technical such as programmers or experienced
data entry clerks?
Do they have moderate computer experience or none at all?
System Experience
Are users already familiar with the interaction requirements of the
new system, somewhat familiar, or not familiar at all?
Various schemes have been proposed to classify the different and
sometimes changing characteristics of people as they become more
experienced using a system.
Words to describe the new, relatively new, or infrequent user have
included naive, casual, inexperienced, or novice
43. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.43
Application Experience
Have users worked with a similar application (for example, word
processing, airline reservation, and so on)?
Task Experience
Are users experienced with the task being automated? If it is an
insurance claim system, do users have experience with paying
claims?
Other System Use
Will the user be using other systems while using the new
system? If so, they will bring certain habits and expectancies to
the new system
44. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.44
The more compatibility between systems, the lower the learning
requirements for the new system and the higher the productivity
using all systems.
Education
What is the general educational level of users?
Reading Level
For textual portions of the interface, the vocabulary and
grammatical structure must be at a level that is easily understood by
the users
Typing Skill
A competent typist may prefer to interact with the system
exclusively through the keyboard, whereas the unskilled typist may
prefer the mouse.
45. Cont’d
Human Factors in HCICompiled by: DesalegnAweke.45
Native Language and Culture
Do the users speak English, another language, or several other
languages?
Are there cultural or ethnic differences between users?
In conclusion, most of these kinds of user knowledge and
experience are independent of one another, so many different
user profiles are possible. It is also useful to look ahead,
assessing whether future users will possess the same qualities.
46. The User’s tasks and Needs
The user’s tasks and needs are also important in design.The
following should be determined:
Mandatory or Discretionary Use
The mandatory user must learn to live comfortably with a
computer, for there is really no other choice.eg. Flight
reservation,
Use of the computer or system is not absolutely necessary
for discretionary user.eg. ATM, library Information system
Frequency of Use
Is system use a continual, frequent, occasional, or once-in-a-
lifetime experience?
Frequency of use affects both learning and memory
46 Compiled by: DesalegnAweke. Human Factors in HCI
47. Cont’d
Task or Need Importance
How important is the task or need for the user?
For less important things, ease of learning and remembering
are preferred, because extensive learning time and effort will
not be tolerated.
Task Structure
In general, the less structure, the more flexibility should exist
in the interface.
Highly structured tasks require highly structured interfaces.
47 Compiled by: DesalegnAweke. Human Factors in HCI
48. Cont’d
Social Interactions
The design must accommodate the social interaction
User decision-making required by the interface should be
minimized and clear eye-anchors built into the screen to
facilitate eye-movements by the user between the screen and
the other person.
PrimaryTraining
Will the system training be extensive and formal, will it be
self-training from manuals, or will training be impossible?
With less training, the requirement for system ease of use
increases.
Job Category
48 Compiled by: DesalegnAweke. Human Factors in HCI
49. The user’s psychological characteristics
A person’s psychological characteristics also affect one’s
performance of tasks requiring motor, cognitive, or perceptual
skills.These factors are:
Attitude and Motivation
Is the user’s attitude toward the system positive, neutral, or
negative? Negative attitude results in slower learning
Is motivation high, moderate, or low?
Poor feelings, however, can be addressed by designing a system to
provide more power, challenge, and interest for the user, with the
goal of increasing user satisfaction.
Patience
Is the user patient or impatient?
Users doesn’t tolerate slow response times, and inefficiencies in
navigation for web
49 Compiled by: DesalegnAweke. Human Factors in HCI
50. Cont’d
Stress Level
System navigation or screen content may have to be
redesigned for extreme simplicity in situations that can
become stressful.
Expectations
What are user’s expectations about the system orWeb
site?Are they realistic? Is it important that the user’s
expectations be realized?
Cognitive Style
People differ in how they think about and solve problems.
50 Compiled by: DesalegnAweke. Human Factors in HCI
51. The user’s physical characteristics
The physical characteristics of people can also greatly affect
their performance with a system.
Age
Age can have an affect on both computer and system usage.
With age, the eye’s capability also deteriorates, affecting
screen readability. Memory ability also diminishes.
Hearing
As people age, they require louder sounds to hear, a
noticeable attribute in almost any everyday activity
51 Compiled by: DesalegnAweke. Human Factors in HCI
52. Cont’d
Vision
Older adults read prose text in smaller type fonts more slowly than
younger adults
Cognitive Processing
Brain processing also appears to slow with age.Working memory,
attention capacity, and visual search appear to be degraded.
Gender
A user’s sex may have an impact on both motor and cognitive
performance.
Women are not as strong as men, so moving heavy displays or controls
may be more difficult.
Significantly more men are color-blind than women, so women may
perform better on tasks and screens using color-coding.
52 Compiled by: DesalegnAweke. Human Factors in HCI
53. Cont’d
Handedness
A user’s handedness, left or right, can affect ease of use of an
input mechanism, depending on whether it has been optimized
for one or the other hand.
Ease of use promotes use.
Disabilities
Blindness, defective vision, color-blindness, poor hearing,
deafness, and motor handicaps can affect performance on a
system not designed with these disabilities in mind.
People with special needs must be considered in design.This is
especially true for systems like theWeb that permit unlimited
user access.
53 Compiled by: DesalegnAweke. Human Factors in HCI
54. Summary of User/Task Considerations in design
Human Factors in HCICompiled by: DesalegnAweke.54
57. Human interaction speeds
The speed at which people can perform using various
communication methods has been studied by a number of
researchers
Typical interaction speeds for various tasks are stated as
Reading
Listening.
Speaking.
Keying
Hand printing
57 Compiled by: DesalegnAweke. Human Factors in HCI
58. Table showing Average Human Interaction Speeds
58 Compiled by: DesalegnAweke. Human Factors in HCI
59. Methods for Gaining an Understanding of Users
Use the following techniques to gain an understanding of
users, their tasks and needs, the organization where they work,
and the environment where the system may be used.
Visit user locations, particularly if they are unfamiliar to you.
Talk with users about their problems, difficulties, wishes, and
what works well now.
Observe users working or performing a task to see what they do,
their difficulties, and their problems.
Learn about the work organization where the system may be
installed.
59 Compiled by: DesalegnAweke. Human Factors in HCI
60. In general, the most important principle in interface and
screen design is to Know your user, client, or customer
60 Compiled by: DesalegnAweke. Human Factors in HCI
Thank you!